bevy_generative

Crates.iobevy_generative
lib.rsbevy_generative
version0.3.1
sourcesrc
created_at2024-01-06 16:31:11.096946
updated_at2024-08-23 12:50:02.11926
descriptionProcedural generation in Bevy
homepagehttps://github.com/manankarnik/bevy_generative
repositoryhttps://github.com/manankarnik/bevy_generative
max_upload_size
id1091047
size80,859
Manan Karnik (manankarnik)

documentation

https://docs.rs/bevy_generative

README

bevy_generative

CodeSize License GitHub Actions Workflow Status Bevy tracking crates.io docs.rs

bevy_generative is a plugin written for the bevy engine that allows real-time procedural generation of maps, textures, terrain, planets and more!

Features

  • Allows procedural generation of assets which can be directly integrated in your bevy game
  • Handles real-time updating of image and mesh data as configuration for the asset changes
  • Builds on native as well as wasm targets
  • Allows saving generated assets (uses rfd for native, javascript blob for wasm)
  • Serializes and deserializes components using serde

Showcase

Check out Procedra [Source], a procedural generation web application that allows you to experiment with all the parameters and generate assets in real-time!

Installation

Add bevy_generative to your rust project

cargo add bevy_generative

Examples

Maps and Textures

use bevy::prelude::*;
use bevy_generative::map::{MapBundle, MapPlugin};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_plugins(MapPlugin)
        .add_systems(Startup, setup)
        .run();
}

fn setup(mut commands: Commands) {
    commands.spawn(Camera2dBundle::default());
    commands.spawn(MapBundle::default());
}

Terrain

use bevy::prelude::*;
use bevy_generative::terrain::{TerrainBundle, TerrainPlugin};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_plugins(TerrainPlugin)
        .add_systems(Startup, setup)
        .run();
}

fn setup(mut commands: Commands) {
    commands.spawn(PointLightBundle {
        transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
        ..default()
    });
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
        ..default()
    });
    commands.spawn(TerrainBundle::default());
}

Planets

use bevy::prelude::*;
use bevy_generative::planet::{PlanetBundle, PlanetPlugin};

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .add_plugins(PlanetPlugin)
        .add_systems(Startup, setup)
        .run();
}

fn setup(mut commands: Commands) {
    commands.spawn(PointLightBundle {
        transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
        ..default()
    });
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
        ..default()
    });
    commands.spawn(PlanetBundle::default());
}

Bevy Compatibility

bevy bevy_generative
0.14 0.3, main
0.13 0.2
0.12 0.1

Contributing

Contributions are welcome! Issues, pull requests, feature requests and bug reports are appreciated. If you'd like to contribute to this project, please follow these steps:

  1. Fork the repository.
  2. Create a new branch with a descriptive name.
  3. Make your changes or additions.
  4. Test your changes.
  5. Submit a pull request with a clear description of your work.

Please ensure your code passes all CI checks and includes relevant tests if applicable. Thank you for helping improve bevy_generative!

Your contribution will be dual-licensed as mentioned in the License section below.

License

All code in this repository is dual-licensed under either:

at your option. This means you can select the license you prefer! This dual-licensing approach is the de-facto standard in the Rust ecosystem and there are very good reasons to include both.

Commit count: 0

cargo fmt